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@@ -550,6 +550,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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{
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{
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case 0: // Normal attacks (no skill used)
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case 0: // Normal attacks (no skill used)
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{
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{
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+ if( !(attack_type&BF_WEAPON) )
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+ break; // If a normal attack is not a weapon attack, it's splash damage. [Inkfish]
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if(sd) {
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if(sd) {
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// Automatic trigger of Blitz Beat
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// Automatic trigger of Blitz Beat
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if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
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if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
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@@ -1568,8 +1570,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
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if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
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return 0;
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return 0;
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- dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
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- attack_type|=dmg.flag; //Add on the rest of attack properties.
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+ dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
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//Skotlex: Adjusted to the new system
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//Skotlex: Adjusted to the new system
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if(src->type==BL_PET)
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if(src->type==BL_PET)
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@@ -1589,7 +1590,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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}
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}
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}
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}
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- if (attack_type&BF_MAGIC) {
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+ if (dmg.flag&BF_MAGIC) {
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if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
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if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
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{ //Magic reflection, switch caster/target
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{ //Magic reflection, switch caster/target
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struct block_list *tbl = bl;
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struct block_list *tbl = bl;
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@@ -1829,13 +1830,16 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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ud->attackabletime = tick + type;
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ud->attackabletime = tick + type;
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}
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}
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+ if( !skillid && flag&1 )
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+ dmg.flag &= ~BF_WEAPON; // hack to make splash attack not trigger anything else.
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+
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if( !dmg.amotion )
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if( !dmg.amotion )
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{ //Instant damage
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{ //Instant damage
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status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
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status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
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if( !status_isdead(bl) )
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if( !status_isdead(bl) )
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- skill_additional_effect(src,bl,skillid,skilllv,attack_type,dmg.dmg_lv,tick);
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+ skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
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if( damage > 0 ) //Counter status effects [Skotlex]
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if( damage > 0 ) //Counter status effects [Skotlex]
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- skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
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+ skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
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}
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}
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//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
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//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
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@@ -1854,7 +1858,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
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//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
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if (dmg.amotion)
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if (dmg.amotion)
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- battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
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+ battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
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if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
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if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
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int rate = 50 + skilllv * 5;
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int rate = 50 + skilllv * 5;
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